/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/SimSweep.h
FSimSweepCollectorFirstHitwhich keeps the hit with the lowest time of impact and the most opposing normalifthere is a tie.
namespace Chaos { namespace Private { template<typename TShapeFilter, typename THitCollector> void Chaos::Private::SimSweepParticlePair ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) * SweptParticle, const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) * OtherParticle, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & StartPos, const [FRotation3](API\Runtime\ChaosCore\Chaos\FRotation3) & Rot, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Dir, const [FReal](API\Runtime\ChaosCore\Chaos\FReal) Length, [TShapeFilter](API\Runtime\Chaos\Chaos\Collision\TShapeFilter) & ShapeFilter, THitCollector & HitCollector ) } }